To a songweaver, the arts of music, dance and song are no different from the art of magic. Songweavers have innate magical talent. To them, magic is like singing; an innate talent that can be honed by practice, not by study. Songweavers also have an innate mastery over music, and can, given almost any instrument, play improvised music to near perfection. Songweavers combine their talents for magic and music by weaving magical power into music, and magical melodies into a greater song.

As a songweaver, you master the arts of natural magic—the magic of the elves—alongside song and music. With a note, you can force your enemies to move as you will and move your allies to advantageous positions, with a song you can cause nature to rise up and smite your foes and with a harmony you can heal your allies.

With the music of the elves playing from your instrument and songs of the elder days passing through your lips, you inspire your allies to greater acts of valour and bring fear to your foes. Will you travel the land bringing healing to the injured or bring protection to nature.

Characteristics: Most of your powers are close powers, though you have some powers that work like ranged powers, and some powers that are melee powers. Your close powers damage your enemies and grant bonuses and healing to your allies. You work best in the thickest of the fighting, closest to as many enemies and allies as possible. Your powers also have significant control effects.

Religion: Corellon is a frequently favored deity among songweavers, being both a deity of art and music, but among sylvan songweavers, Melora and Sehanine are given greater reverence, and among radiant songweavers, Pelor is more favored. Ioun is perhaps the least worshipped deity among songweavers, as his teachings contradict that of the songweavers.

Races: The elves develouped the art of songweaving, and therefore make the best songweavers, their high Charisma and Dexterity scores aiding them in the art as much as their innate magical and musical ability. Half-elves and halflings also make great songweavers.

Your choice of ability scores, instrument mastrery and powers suggests one of four builds. All songweavers use Charisma for their attacks. Dexterity improves the effects of melee and sylvan powers, while Wisdom is used for healing and radiant powers.

You use your skills of dancing alongside your skills with a blade to dance past your foes defenses and tear them apart. Charisma is used for your attack powers, so that should be your best score. Dexterity improves the effects of your melee powers, so that should be your second best score. Wisdom is a good third score.

The quintessential songweaver, you focus on your healing powers. Choose flute of the healer as your instrument mastery. Charisma is used for your attack powers, so that should be your best score. Wisdom improves the effects of your healing powers, so that should be your second best score. Dexterity is a good third score.

Your songs call upon the light of the stars to smite your foes and aid your allies. Choose either Bells of the Ancients or Harp of Time as your instrument mastery. Charisma is used for your attack powers, so that should be your best score. Wisdom improves the effects of your radiant powers, so that should be your second best score. Dexterity is a good third score.

Your songs call upon the might of nature to smite your foes and aid your allies. Choose either Bells of the Ancients or Harp of Time as your instrument mastery. Charisma is used for your attack powers, so that should be your best score. Dexterity improves the effects of your sylvan powers, so that should be your second best score. Wisdom is a good third score.

Songweavers use musical instruments as implements, weaving magic into the music that the implements play. A songweaver can use any musical implement as an instrument, though four varieties of musical instrument are more common; bells (a set of seven bells from the size of a pillbox up to a clenched fist worn on a bandolier), flutes (known for their powers of healing), harps (thought to have time-manipulating abilities) and lutes (known for their ability to bring heart to those of failing courage).

You specialise in the use of one kind of musical instrument to gain additional abilities when you use it. Choose one of the following forms of instrument mastery.

Bells of the Ancients: A set of bells consist of seven bells in a bandolier which is strapped to your chest. Each bell has is named after a powerful being from long ago (from smallest to largest; Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth and Astarael the Sorrowful). Once per encounter, as a free action, you can increase the size of a burst or blast by 1. You must wield your bells to benefit from this feature.

Flute of the Healer: A flute is usually made of wood, with intricate patterns carved along its length. When you grant healing with one of your songweaver powers or songweaver paragon path powers, you add your Charismamodifier to the amount of hit points the recipient regains. You must wield your flute to benefit from this feature.

Harp of Time: A harp consists of a wooden frame, carved with intricate arcane symbols, with strings across the frame. Once per encounter, you can use your harp to gain one of the following two effects.

You can designate one creature you have cast a songweaver spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdommodifier.

Alternatively, you can choose to extend the duration of an effect created by a songweaver at-will spell that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield your harp to benefit from these features.

Lute of Enheartenment: A lute consists of a long neck and a large bowl, carved with intricate patterns, strung from the bowl to the head. Once per round as a free action, you can provide a +1 power bonus to the next attack roll made by each ally within 2 squares.

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Effect: You create a glowing ball that floats around you and sheds bright light. The light fills your square and all squares within 4 squares of you and moves along with you. The light lasts for 5 minutes. Putting out the light is a free action.

Special: You can only have one globe light active at any one time. If you create a new globe light, the old one winks out. Putting out the light is a free action.

Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Effect: You can pick up, move or manipulate an object weighing 20 pounds or less that is up to 5 squares away without touching the object. If you are holding the object you wish to manipulate, you can move the object into a pack, pouch, sheath, or similar and simultaneously move any one object carried or worn anywhere on your body to you hand with your mind (so you do not need to physically move either object). As a move action, you can move an object carried in this way up to 5 squares. As a free action, you can drop an object you are holding in this way and end the effect.

Special: You can have only one telekinesis effect active at any one time, and a telekinesis effect can only influence one object.

Effect: The burst creates a zone of woodlands until the end of the encounter. The zone is treated as difficult terrain, and grants concealment. Any enemy that starts its turn in the zone is subject to a Charisma Vs. Reflex attack that deals 1d8 + Charisma modifier sylvan damage.

Effect: The burst creates a zone that lasts until the end of your next turn. If you move, the zone moves with you, remaining centered on you. While within the zone, your allies gain a +1 power bonus to attack rolls.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, and enemies that enter the zone or start their turn there take a number of sylvan damage equal to your Charisma modifier. Allies in the zone gain a +2 power bonus to AC.

Hit: 1[W] + Charisma modifier damage per attack, and the target takes a -2 penalty to attack rolls until the end of our next turn. If both attacks hit, the target instead takes a penalty to attack rolls equal to your Dexterity modifier (minimum 2) until the end of your next turn.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, grants concealment to you and your allies and enemies that enter the zone or start their turn there take damage equal to your Dexterity modifier.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, and is two squares high. If an enemy enters the zone or starts its turn there, it takes 3d6 + Charisma modifier sylvan damage.

Effect: Each target can spend a healing surge and make a saving throw against a single effect that a save can end. In addition, each target gains a +2 power bonus to all defenses until the end of your next turn.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, and each enemy that enters or starts its turn in the zone takes 5 sylvan damage.

As you dance, your blade flows through the air with unnatural speed and agility, like the sea, striking your foe with the wrath of the sea. As you strike, the power of the sea enters your allies minds, spurring them on.

Effect: Each ally within 5 squares gains a power bonus to attack rolls equal to your Dexterity modifier and, when they use an attack power they know, they can choose to deal cold damage instead of the normal type of damage until the end of your next turn.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, and enemies that start their turn in the zone take 1d10 + Charisma modifier sylvan damage.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone is difficult terrain, and grants conealment to you and your allies . Any enemy that enters the zone or starts its turn there takes 10 sylvan damage.

Effect: The burst creates a zone of woodlands that lasts until the end of your next turn. The zone grants concealment to you and your allies and enemies that enter the zone or start their turn there take 1d10 + Charisma modifier sylvan damage, and treat the zone as difficult terrain.